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Thread: Realistic lightning - HELP!!!!!

  1. #1
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    Realistic lightning - HELP!!!!!

    Hi all!

    I just started using Unreal Engine 4 and I am trying to create realistic interior lightning for a house. I´ve been looking at several examples (Epic realistic Apartment, Koola LightRoom) how to create realistic lightning but the results are different. That is why I need some help from you guys to give me some tips and tricks how to make it photorealistic. I am posting two set of screenshots with the two methods.

    Epic´s method (1,2,3): It looks okay bit it is still far from photorealistic.

    Koola´s method(4,5): Too dark, and it seems the light not enters at all.

    Please help me! I am suffering to solve this problem
    Attached Images Attached Images      

  2. #2
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    Are you sure you've built lighting? I'm seeing that red error in every screenshot warning you that objects are unbuilt. You need to have static or stationary lights, a lightmass importance volume, and then you Build lighting. In the World Settings, make sure you have the bounces set to a high number, the indirect lighting quality set to a higher number, etc. It looks like most of your lighting comes from dynamic or otherwise direct lighting that can't provide the soft shadows and global illumination that a lightmass build can offer.
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  3. #3
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    Hi Futurerave, I'm trying to achieve realistic results too (with loooot of difficulties).
    What StephaBon said, seems right: that viewport message reports the needs of rebuilding the light, can you post new screenshots with the light rebuilt?.
    One thing that it's lot importat (one of the most) are shadows, your scene (all shots) lacks completely of shadows (except for the ones created from the directional light...generally this is due to the excessive injection of light into the scene.
    I found, but I tested only in one scene so it needs to be confirmed, that stationary light with the option of "use ray traced distance field shadows" gives better results on shadows and how ligt diffuses (lights are pointing inward the scene like "realistic interior", even if they are set as static) but, as I told before, this must be confirmed (maybe depends on the kind of scene).
    keep testing with the illumination and post the progress
    Cheers, Paolo

    Hope that somenoe more skilled can give some other useful suggestion.

  4. #4
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    Thank you for the fast replies and the suggestions I rebuilt the lightning and here are the results. Also I am sending the setup what I am using for the scene, maybe with that you could give me some suggestions. For the scene all surface has Lightmap resolution of 4. If I increase it it the shadows looks awful. I hope with this you could help me the find the problem In my scene all lights are static just the skylight is stationaryName:  atmpospheric.jpg
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  5. #5
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    I'm really too new and unfamiliar with Unreal so most of the time I use the method (totally wrong) "trials and errors" ..because there are tons of parameters that, even if displayed and adjustable, they effect the scene only if another option is enabled.
    I'ts so confusing ( don't know how so many people that are new with unrealengine can produce such photoreal scenes ....maybe in a couple of years I wil be able too
    If you want you can send me your scene so I can try to make some illumination test on it, then I can send it back (if I reach a nice result) with all the parameter setted.
    Cheers, Paolo

  6. #6
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    Quote Originally Posted by paoloverona View Post
    I'm really too new and unfamiliar with Unreal so most of the time I use the method (totally wrong) "trials and errors" ..because there are tons of parameters that, even if displayed and adjustable, they effect the scene only if another option is enabled.
    I'ts so confusing ( don't know how so many people that are new with unrealengine can produce such photoreal scenes ....maybe in a couple of years I wil be able too
    If you want you can send me your scene so I can try to make some illumination test on it, then I can send it back (if I reach a nice result) with all the parameter setted.
    Cheers, Paolo
    You should download the Lightroom interior demo (learn tab in the ue4 launcher). It was made by Koola and the lighting is really good. It's even possible to enhance it pretty easily. It's a good start to learn! Berlin Flat is another scene you can download on the Marketplace, it was done by Arch-Viz specialists XOIO. Again, good lighting and materials.

  7. #7
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    I also downloaded all of them, but when I tried to reproduce it in this scene you can see the results are not the same. Did I made something wrong?

  8. #8
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    Infiltrator
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    Have you looked at your Global Post Processing settings? Try and match those up to the free demos mentioned above. These can make a ton of difference to how a scene looks.

    Also, how are you rendering your lighting? Have you manually adjusted your lightmass configuration? Are you building the lighting at the maximum (production) setting?

    Have a read of:

    https://moritzweller.wordpress.com/2...archviz-magic/

    http://bluevoidstudios.com/lighting-...-study-of-ue4/

    Also, consider putting in some spherical reflection captures on things that should be reflecting nicely.

  9. #9
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    I think it's worth saying that half of your battle might be in your texture selection too. A lot of those materials feel a little bright/over saturated and not to realistic themselves. A lot of what made Koola's work great was his texture selection, color pallet and the LUT he created for color correcting.

    Also, it can be very helpful if your trying to come to grips with your lighting. To replace the materials in your scene with a basic "clay render" material. Just a nice medium grey. Work out your light bounces, start working the resolution of your lightmaps up as needed. You'll be able to bake a little quicker and most importantly you can judge the color bounce and light map quality alone. Then start adding your materials slowly one by one. It easier to get a few materials to work well together color wise than it is to have to go back and re-tweak the entire scene.

  10. #10
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    Don't forget to place some reflection capture actors in your scene. If you have just one outside the house, the interior will reflect the outdoors and it will look wrong.

  11. #11
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    Mhh some of your models seem to have lightmap problems (bed for example).
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  12. #12
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    For some reason it seems as though nothing on the inside is casting a shadow. I'm not sure exactly why that would happen, but I do see a seam next to the door on the floor in the bedroom scene. Use world space maping to keep the floor textures seamless. On that same seam it looks like three is also a shadow/lighting seam between two meshes...something I haven't figured out how to prevent either without joining the meshes.

  13. #13
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    Reduce your spots and lightning inside to test. Something seem wrong with Indirect lightning intensity.
    Are you using a fresh project, or are you using an existing one? Koola pimped the ini, so far as i know, dunno if that make problems if you use his template/build.

    Quote Originally Posted by _cDub View Post
    For some reason it seems as though nothing on the inside is casting a shadow. ..
    Look at couch and these tiny chests near bed, there are shadows.
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  14. #14
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    Thank you very much for your tips and feed back In the last few days I tried to make a new project and experiment with the lightning. I used the Koola´s lightroom project as a basis to create my project and the results are much better I still have some question´s regarding the lightning because when I put some furniture inside the scene is getting much darker. If you could give me some advice why it could be that would be great Name:  Test1.jpg
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  15. #15
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    It still looks like the resolution of your lightmaps is too low, mainly for the walls..

  16. #16
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    Quote Originally Posted by Futurerave View Post
    Thank you very much for your tips and feed back In the last few days I tried to make a new project and experiment with the lightning. I used the Koola´s lightroom project as a basis to create my project and the results are much better I still have some question´s regarding the lightning because when I put some furniture inside the scene is getting much darker. If you could give me some advice why it could be that would be great Name:  Test1.jpg
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    Hihi,

    Do you have a directional lightsource? What is its indirect light intensity? Usually i tweak it to 7-8. LIghtmap resolutions of the walls and ceilings i usually set it to 1024.

  17. #17
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    Yeah, I have a directional lightsource. The Lightmap resolution for the floor is 1024, the walls are 512. The inderect lightning intensity is just 1. My biggest problem is that the kitchen furniture appears too dark and I don´t know why. It seams even though I have enough light in the rest of the apartement when I put the furniture inside the whole kitchen appears dark. Any suggestions?

  18. #18
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    In the last screenshot I see a lot of shiny stuff, but no reflection capture probe.
    Maybe that would brighten things up a little?

  19. #19
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    Here is some of my setup. The Lightmap resolution of the furniture is 256. I hope this helps to solve the problem. Also it is very weird that the light is coming from outside is soo bright at the windows it also looks unnatural Name:  Test1.jpg
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  20. #20
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    What if you just import your assets in the Koola's Lightroom scene and use its setup the way it is? Maybe you'll be able to find out what exactly is causing you trouble experimenting this method.

  21. #21
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    I just did that exactly in this scene. I am using his lights, ini,reflection capture, world settings, wall material.... everything. That is why I don´t know what I made wrong

  22. #22
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    I can't think of any other potential reason for those light problems that hasn't been pointed out by someone in this thread already... I could dig around the scene and try to find the issue by myself if you want help with that. Just upload the project somewhere and send me the link.

  23. #23
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    Quote Originally Posted by rabellogp View Post
    I can't think of any other potential reason for those light problems that hasn't been pointed out by someone in this thread already... I could dig around the scene and try to find the issue by myself if you want help with that. Just upload the project somewhere and send me the link.
    the same thing that I thought, upload the scene somewhere and see what others can brings out from it

  24. #24
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    Crank those lightmass settings man! indirect quality = 10, bounces = 100, lighting level scale I use .6 or lower, smoothness .6 or lower. Prepare for long lighting build but it's going to improve quality by a lot. I've tweaked Koola's settings in his demo with those and I got even better results than him!!! and I use default production ini, not the tweaked one by koola (anyway he already stated he used completely random values).

  25. #25
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    Forgive me Futurerave for being so "direct" but, for my opinion, your approach in learning Archvitz lighting/rendering in Unreal is totally wrong (and maybe the metod you use in lighting a scene is wrong too): copying and pasting a whole "structure" of a good project into an empty one, won't let you understand how the things works inside Unreal, and you can't think, even if the project comes out good, to have learnt something; and even conitinue adding lights into a scene when the ones that are already there aren't tuned-up yet, it's a sort of "non sense". So, what are you going to do?
    Come on Futurerave!, re start all from scratch (without import other-made "structures") and think to one thing at time: Place just one light (directional, sky, spot...) and see how it affects your scene...tweak some parameter (but just one at time) and see what comes out and don't move from that light till it looks ok for your needs, then you can add another light (if needed) and "stay" there till these both works good together...I know that it's a long tedious job, but I think that this is the only way (maybe someone else could suggest a different one)
    ...you can post here every single step made and the technique adopted for it....it would be lot helpful for us too
    Cheers,
    Paolo
    Last edited by paoloverona; 05-09-2015 at 10:22 AM.

  26. #26
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    I tried to do it from sratch but against all the things I read on the websites and forums I could not achieve the same thing. That is why I asked this question in the forum so maybe one of you could help me with to solve the problems. I don´t intend to copy other poeple I just want to understad everythings. As you said earlier it is also hard for you to achieve it so why not help each other. If I will know what was the problem I will gladly share it with you guys.

    Anyway here is the link for the project. Maybe one of you can look at it and solve the problem:

    https://drive.google.com/folderview?...GM&usp=sharing

  27. #27
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    is there a way to download everything at once? Can't find how to do it.

  28. #28
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    Here is another one. It is zipped so you can download the whole thing

    https://drive.google.com/file/d/0B9B...ew?usp=sharing

  29. #29
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    don't worry heartlessphil, my intentions and even the one of most part of the followers of the forum, is to being helped about some issue and give a hand when and where they can, be patient...we toghether will find a solution
    ..I'm downloading your scene, maybe this evening I'll give it a look.

    Cheers,
    Paolo

  30. #30
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    Found your 1st flaw. Walls are made from brushes and resolution is 512. A brush's lightmap resolution works the other way. The lower the value, the better the lightmap quality wi;l be. Default is 32. Trying with a value of 2. (or try 16, 8, 4, 2)

    You have over 50 brushes with very high lightmap values. That's most likely your problem :-) Also removed the yellowish tint on some lights!

    Also, you still had the Koola's scene and yours side by side in the same ''map'', it's going to raise build time for no reason.

    I'm rebuilding with higher settings and proper lightmap resolution. I'll post results
    Last edited by heartlessphil; 05-11-2015 at 09:54 AM.

  31. #31
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    My editor crashed after finishing building the light and it didn't save. I don't feel like starting over again but yea...check your brushes!!!

  32. #32
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    is it me that have some problem or the scene downloaded whne opened doesn't have nothing placed?, all objects are in the content browser but I need to place every single one by myself

  33. #33
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    You have to open the map...it's hidden in one of the folders. It's called emi house or something.

  34. #34
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    Quote Originally Posted by heartlessphil View Post
    You have to open the map...it's hidden in one of the folders. It's called emi house or something.
    I've got it!!, thanks

  35. #35
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    what kind of lighting tests have you done Futurerave?
    your scene works as it should be, as you can see from the image attached no particular issue were found:
    I simply rotate all the lights to facing inside the room, enabled the option "use inverse square", gave them a proper value and color (following my tastes)...that's it
    used the post-process volume to strength a bit the contrast, push more the AO and desaturate
    ...don't know why the kitchen floor gave me problems when baking the light (I had no time to spent for it so I deleted ).


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  36. #36
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    Thank you very much for the feedback Paolo I just tried to play with the lights with the method you mentioned but It doesnt work for me. Could you just share the setup you made? So I can check it?

  37. #37
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    here is the settings of the lights, furthermore I have erased the old scene and placed instead (at the origin point) the one you created...hate things that are not centered!

    here is the disposition of the lights:

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    here are the settings of the lights (the ones of the kitchen):

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    lightmass adjustments

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    point light settings:

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    sun settings:

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    post process settings:

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    ...that's all, now is your turn to have fun with that scene
    Cheers, Paolo

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